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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/auxiliary/draw/draw_fs.c
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/**************************************************************************
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*
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* Copyright 2010 VMware, Inc.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include "pipe/p_shader_tokens.h"
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#include "util/u_math.h"
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#include "util/u_memory.h"
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#include "util/u_prim.h"
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#include "tgsi/tgsi_parse.h"
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#include "nir/nir_to_tgsi_info.h"
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#include "draw_fs.h"
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#include "draw_private.h"
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#include "draw_context.h"
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struct draw_fragment_shader *
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draw_create_fragment_shader(struct draw_context *draw,
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const struct pipe_shader_state *shader)
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{
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struct draw_fragment_shader *dfs;
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dfs = CALLOC_STRUCT(draw_fragment_shader);
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if (dfs) {
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dfs->base = *shader;
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if (shader->type == PIPE_SHADER_IR_TGSI)
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tgsi_scan_shader(shader->tokens, &dfs->info);
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else
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nir_tgsi_scan_shader(shader->ir.nir, &dfs->info, true);
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}
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return dfs;
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}
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void
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draw_bind_fragment_shader(struct draw_context *draw,
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struct draw_fragment_shader *dfs)
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{
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draw_do_flush(draw, DRAW_FLUSH_STATE_CHANGE);
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draw->fs.fragment_shader = dfs;
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}
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void
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draw_delete_fragment_shader(struct draw_context *draw,
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struct draw_fragment_shader *dfs)
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{
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FREE(dfs);
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}
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